/* gameplaySP * * Copyright (C) 2006 Exophase * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License as * published by the Free Software Foundation; either version 2 of * the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ extern "C" { #include "common.h" } u16* gba_screen_pixels = NULL; #define get_screen_pixels() gba_screen_pixels #define get_screen_pitch() GBA_SCREEN_PITCH typedef struct { u16 attr0, attr1, attr2, attr3; } t_oam; static void render_scanline_conditional_tile(u32 start, u32 end, u16 *scanline, u32 enable_flags, u32 dispcnt, u32 bldcnt, const tile_layer_render_struct *layer_renderers); static void render_scanline_conditional_bitmap(u32 start, u32 end, u16 *scanline, u32 enable_flags, u32 dispcnt, u32 bldcnt, const bitmap_layer_render_struct *layer_renderers); #define tile_expand_base_normal(index) \ current_pixel = palette[current_pixel]; \ dest_ptr[index] = current_pixel \ #define tile_expand_base_normal_mode4(index) \ if(current_pixel != 0) \ { \ current_pixel = palette[current_pixel]; \ dest_ptr[index] = current_pixel; \ } \ #define tile_expand_transparent_normal(index) \ tile_expand_base_normal(index) \ #define tile_expand_copy(index) \ dest_ptr[index] = copy_ptr[index] \ #define advance_dest_ptr_base(delta) \ dest_ptr += delta \ #define advance_dest_ptr_transparent(delta) \ advance_dest_ptr_base(delta) \ #define advance_dest_ptr_copy(delta) \ advance_dest_ptr_base(delta); \ copy_ptr += delta \ #define color_combine_mask_a(layer) \ ((read_ioreg(REG_BLDCNT) >> layer) & 0x01) \ // For color blending operations, will create a mask that has in bit // 10 if the layer is target B, and bit 9 if the layer is target A. #define color_combine_mask(layer) \ (color_combine_mask_a(layer) | \ ((read_ioreg(REG_BLDCNT) >> (layer + 7)) & 0x02)) << 9 \ // For alpha blending renderers, draw the palette index (9bpp) and // layer bits rather than the raw RGB. For the base this should write to // the 32bit location directly. #define tile_expand_base_alpha(index) \ dest_ptr[index] = current_pixel | pixel_combine \ #define tile_expand_base_bg(index) \ dest_ptr[index] = bg_combine \ // For layered (transparent) writes this should shift the "stack" and write // to the bottom. This will preserve the topmost pixel and the most recent // one. #define tile_expand_transparent_alpha(index) \ dest_ptr[index] = (dest_ptr[index] << 16) | current_pixel | pixel_combine \ // OBJ should only shift if the top isn't already OBJ #define tile_expand_transparent_alpha_obj(index) \ dest = dest_ptr[index]; \ if(dest & 0x00000100) \ dest_ptr[index] = (dest & 0xFFFF0000) | current_pixel | pixel_combine; \ else \ dest_ptr[index] = (dest << 16) | current_pixel | pixel_combine; \ // For color effects that don't need to preserve the previous layer. // The color32 version should be used with 32bit wide dest_ptr so as to be // compatible with alpha combine on top of it. #define tile_expand_base_color16(index) \ dest_ptr[index] = current_pixel | pixel_combine \ #define tile_expand_transparent_color16(index) \ tile_expand_base_color16(index) \ #define tile_expand_base_color32(index) \ tile_expand_base_color16(index) \ #define tile_expand_transparent_color32(index) \ tile_expand_base_color16(index) \ // Operations for isolation 8bpp pixels within 32bpp pixel blocks. #define tile_8bpp_pixel_op_mask(op_param) \ current_pixel = current_pixels & 0xFF \ #define tile_8bpp_pixel_op_shift_mask(shift) \ current_pixel = (current_pixels >> shift) & 0xFF \ #define tile_8bpp_pixel_op_shift(shift) \ current_pixel = current_pixels >> shift \ #define tile_8bpp_pixel_op_none(shift) \ // Base should always draw raw in 8bpp mode; color 0 will be drawn where // color 0 is. #define tile_8bpp_draw_base_normal(index) \ tile_expand_base_normal(index) \ #define tile_8bpp_draw_base_alpha(index) \ if(current_pixel) \ { \ tile_expand_base_alpha(index); \ } \ else \ { \ tile_expand_base_bg(index); \ } \ #define tile_8bpp_draw_base_color16(index) \ tile_8bpp_draw_base_alpha(index) \ #define tile_8bpp_draw_base_color32(index) \ tile_8bpp_draw_base_alpha(index) \ #define tile_8bpp_draw_base(index, op, op_param, alpha_op) \ tile_8bpp_pixel_op_##op(op_param); \ tile_8bpp_draw_base_##alpha_op(index) \ // Transparent (layered) writes should only replace what is there if the // pixel is not transparent (zero) #define tile_8bpp_draw_transparent(index, op, op_param, alpha_op) \ tile_8bpp_pixel_op_##op(op_param); \ if(current_pixel) \ { \ tile_expand_transparent_##alpha_op(index); \ } \ #define tile_8bpp_draw_copy(index, op, op_param, alpha_op) \ tile_8bpp_pixel_op_##op(op_param); \ if(current_pixel) \ { \ tile_expand_copy(index); \ } \ // Get the current tile from the map in 8bpp mode #define get_tile_8bpp() \ current_tile = eswap16(*map_ptr); \ tile_ptr = tile_base + ((current_tile & 0x3FF) * 64) \ // Draw half of a tile in 8bpp mode, for base renderer #define tile_8bpp_draw_four_noflip(index, combine_op, alpha_op) \ tile_8bpp_draw_##combine_op(index + 0, mask, 0, alpha_op); \ tile_8bpp_draw_##combine_op(index + 1, shift_mask, 8, alpha_op); \ tile_8bpp_draw_##combine_op(index + 2, shift_mask, 16, alpha_op); \ tile_8bpp_draw_##combine_op(index + 3, shift, 24, alpha_op) \ // Like the above, but draws the half-tile horizontally flipped #define tile_8bpp_draw_four_flip(index, combine_op, alpha_op) \ tile_8bpp_draw_##combine_op(index + 3, mask, 0, alpha_op); \ tile_8bpp_draw_##combine_op(index + 2, shift_mask, 8, alpha_op); \ tile_8bpp_draw_##combine_op(index + 1, shift_mask, 16, alpha_op); \ tile_8bpp_draw_##combine_op(index + 0, shift, 24, alpha_op) \ #define tile_8bpp_draw_four_base(index, alpha_op, flip_op) \ tile_8bpp_draw_four_##flip_op(index, base, alpha_op) \ // Draw half of a tile in 8bpp mode, for transparent renderer; as an // optimization the entire thing is checked against zero (in transparent // capable renders it is more likely for the pixels to be transparent than // opaque) #define tile_8bpp_draw_four_transparent(index, alpha_op, flip_op) \ if(current_pixels != 0) \ { \ tile_8bpp_draw_four_##flip_op(index, transparent, alpha_op); \ } \ #define tile_8bpp_draw_four_copy(index, alpha_op, flip_op) \ if(current_pixels != 0) \ { \ tile_8bpp_draw_four_##flip_op(index, copy, alpha_op); \ } \ // Helper macro for drawing 8bpp tiles clipped against the edge of the screen #define partial_tile_8bpp(combine_op, alpha_op) \ for(i = 0; i < partial_tile_run; i++) \ { \ tile_8bpp_draw_##combine_op(0, mask, 0, alpha_op); \ current_pixels >>= 8; \ advance_dest_ptr_##combine_op(1); \ } \ // Draws 8bpp tiles clipped against the left side of the screen, // partial_tile_offset indicates how much clipped in it is, partial_tile_run // indicates how much it should draw. #define partial_tile_right_noflip_8bpp(combine_op, alpha_op) \ if(partial_tile_offset >= 4) \ { \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))) >> \ ((partial_tile_offset - 4) * 8); \ partial_tile_8bpp(combine_op, alpha_op); \ } \ else \ { \ partial_tile_run -= 4; \ current_pixels = eswap32(*((u32 *)tile_ptr)) >> (partial_tile_offset * 8);\ partial_tile_8bpp(combine_op, alpha_op); \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))); \ tile_8bpp_draw_four_##combine_op(0, alpha_op, noflip); \ advance_dest_ptr_##combine_op(4); \ } \ // Draws 8bpp tiles clipped against both the left and right side of the // screen, IE, runs of less than 8 - partial_tile_offset. #define partial_tile_mid_noflip_8bpp(combine_op, alpha_op) \ if(partial_tile_offset >= 4) \ { \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))) >> \ ((partial_tile_offset - 4) * 8); \ } \ else \ { \ current_pixels = eswap32(*((u32 *)tile_ptr)) >> (partial_tile_offset * 8);\ if((partial_tile_offset + partial_tile_run) > 4) \ { \ u32 old_run = partial_tile_run; \ partial_tile_run = 4 - partial_tile_offset; \ partial_tile_8bpp(combine_op, alpha_op); \ partial_tile_run = old_run - partial_tile_run; \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))); \ } \ } \ partial_tile_8bpp(combine_op, alpha_op); \ // Draws 8bpp tiles clipped against the right side of the screen, // partial_tile_run indicates how much there is to draw. #define partial_tile_left_noflip_8bpp(combine_op, alpha_op) \ if(partial_tile_run >= 4) \ { \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ tile_8bpp_draw_four_##combine_op(0, alpha_op, noflip); \ advance_dest_ptr_##combine_op(4); \ tile_ptr += 4; \ partial_tile_run -= 4; \ } \ \ current_pixels = eswap32(*((u32 *)(tile_ptr))); \ partial_tile_8bpp(combine_op, alpha_op) \ // Draws a non-clipped (complete) 8bpp tile. #define tile_noflip_8bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ tile_8bpp_draw_four_##combine_op(0, alpha_op, noflip); \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))); \ tile_8bpp_draw_four_##combine_op(4, alpha_op, noflip) \ // Like the above versions but draws flipped tiles. #define partial_tile_flip_8bpp(combine_op, alpha_op) \ for(i = 0; i < partial_tile_run; i++) \ { \ tile_8bpp_draw_##combine_op(0, shift, 24, alpha_op); \ current_pixels <<= 8; \ advance_dest_ptr_##combine_op(1); \ } \ #define partial_tile_right_flip_8bpp(combine_op, alpha_op) \ if(partial_tile_offset >= 4) \ { \ current_pixels = eswap32(*((u32 *)tile_ptr)) << \ ((partial_tile_offset - 4) * 8); \ partial_tile_flip_8bpp(combine_op, alpha_op); \ } \ else \ { \ partial_tile_run -= 4; \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))) << \ ((partial_tile_offset - 4) * 8); \ partial_tile_flip_8bpp(combine_op, alpha_op); \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ tile_8bpp_draw_four_##combine_op(0, alpha_op, flip); \ advance_dest_ptr_##combine_op(4); \ } \ #define partial_tile_mid_flip_8bpp(combine_op, alpha_op) \ if(partial_tile_offset >= 4) \ current_pixels = eswap32(*((u32 *)tile_ptr)) << \ ((partial_tile_offset - 4) * 8); \ else \ { \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))) << \ ((partial_tile_offset - 4) * 8); \ \ if((partial_tile_offset + partial_tile_run) > 4) \ { \ u32 old_run = partial_tile_run; \ partial_tile_run = 4 - partial_tile_offset; \ partial_tile_flip_8bpp(combine_op, alpha_op); \ partial_tile_run = old_run - partial_tile_run; \ current_pixels = eswap32(*((u32 *)(tile_ptr))); \ } \ } \ partial_tile_flip_8bpp(combine_op, alpha_op); \ #define partial_tile_left_flip_8bpp(combine_op, alpha_op) \ if(partial_tile_run >= 4) \ { \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))); \ tile_8bpp_draw_four_##combine_op(0, alpha_op, flip); \ advance_dest_ptr_##combine_op(4); \ tile_ptr -= 4; \ partial_tile_run -= 4; \ } \ \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))); \ partial_tile_flip_8bpp(combine_op, alpha_op) \ #define tile_flip_8bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)(tile_ptr + 4))); \ tile_8bpp_draw_four_##combine_op(0, alpha_op, flip); \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ tile_8bpp_draw_four_##combine_op(4, alpha_op, flip) \ // Operations for isolating 4bpp tiles in a 32bit block #define tile_4bpp_pixel_op_mask(op_param) \ current_pixel = current_pixels & 0x0F \ #define tile_4bpp_pixel_op_shift_mask(shift) \ current_pixel = (current_pixels >> shift) & 0x0F \ #define tile_4bpp_pixel_op_shift(shift) \ current_pixel = current_pixels >> shift \ #define tile_4bpp_pixel_op_none(op_param) \ // Draws a single 4bpp pixel as base, normal renderer; checks to see if the // pixel is zero because if so the current palette should not be applied. // These ifs can be replaced with a lookup table, may or may not be superior // this way, should be benchmarked. The lookup table would be from 0-255 // identity map except for multiples of 16, which would map to 0. #define tile_4bpp_draw_base_normal(index) \ if(current_pixel) \ current_pixel |= current_palette; \ tile_expand_base_normal(index); \ #define tile_4bpp_draw_base_alpha(index) \ if(current_pixel) \ { \ current_pixel |= current_palette; \ tile_expand_base_alpha(index); \ } \ else \ { \ tile_expand_base_bg(index); \ } \ #define tile_4bpp_draw_base_color16(index) \ tile_4bpp_draw_base_alpha(index) \ #define tile_4bpp_draw_base_color32(index) \ tile_4bpp_draw_base_alpha(index) \ #define tile_4bpp_draw_base(index, op, op_param, alpha_op) \ tile_4bpp_pixel_op_##op(op_param); \ tile_4bpp_draw_base_##alpha_op(index) \ // Draws a single 4bpp pixel as layered, if not transparent. #define tile_4bpp_draw_transparent(index, op, op_param, alpha_op) \ tile_4bpp_pixel_op_##op(op_param); \ if(current_pixel) \ { \ current_pixel |= current_palette; \ tile_expand_transparent_##alpha_op(index); \ } \ #define tile_4bpp_draw_copy(index, op, op_param, alpha_op) \ tile_4bpp_pixel_op_##op(op_param); \ if(current_pixel) \ { \ current_pixel |= current_palette; \ tile_expand_copy(index); \ } \ // Draws eight background pixels in transparent mode, for alpha or normal // renderers. #define tile_4bpp_draw_eight_base_zero(value) \ dest_ptr[0] = value; \ dest_ptr[1] = value; \ dest_ptr[2] = value; \ dest_ptr[3] = value; \ dest_ptr[4] = value; \ dest_ptr[5] = value; \ dest_ptr[6] = value; \ dest_ptr[7] = value \ // Draws eight background pixels for the alpha renderer, basically color zero // with the background flag high. #define tile_4bpp_draw_eight_base_zero_alpha() \ tile_4bpp_draw_eight_base_zero(bg_combine) \ #define tile_4bpp_draw_eight_base_zero_color16() \ tile_4bpp_draw_eight_base_zero_alpha() \ #define tile_4bpp_draw_eight_base_zero_color32() \ tile_4bpp_draw_eight_base_zero_alpha() \ // Draws eight background pixels for the normal renderer, just a bunch of // zeros. #define tile_4bpp_draw_eight_base_zero_normal() \ current_pixel = palette[0]; \ tile_4bpp_draw_eight_base_zero(current_pixel) \ // Draws eight 4bpp pixels. #define tile_4bpp_draw_eight_noflip(combine_op, alpha_op) \ tile_4bpp_draw_##combine_op(0, mask, 0, alpha_op); \ tile_4bpp_draw_##combine_op(1, shift_mask, 4, alpha_op); \ tile_4bpp_draw_##combine_op(2, shift_mask, 8, alpha_op); \ tile_4bpp_draw_##combine_op(3, shift_mask, 12, alpha_op); \ tile_4bpp_draw_##combine_op(4, shift_mask, 16, alpha_op); \ tile_4bpp_draw_##combine_op(5, shift_mask, 20, alpha_op); \ tile_4bpp_draw_##combine_op(6, shift_mask, 24, alpha_op); \ tile_4bpp_draw_##combine_op(7, shift, 28, alpha_op) \ // Draws eight 4bpp pixels in reverse order (for hflip). #define tile_4bpp_draw_eight_flip(combine_op, alpha_op) \ tile_4bpp_draw_##combine_op(7, mask, 0, alpha_op); \ tile_4bpp_draw_##combine_op(6, shift_mask, 4, alpha_op); \ tile_4bpp_draw_##combine_op(5, shift_mask, 8, alpha_op); \ tile_4bpp_draw_##combine_op(4, shift_mask, 12, alpha_op); \ tile_4bpp_draw_##combine_op(3, shift_mask, 16, alpha_op); \ tile_4bpp_draw_##combine_op(2, shift_mask, 20, alpha_op); \ tile_4bpp_draw_##combine_op(1, shift_mask, 24, alpha_op); \ tile_4bpp_draw_##combine_op(0, shift, 28, alpha_op) \ // Draws eight 4bpp pixels in base mode, checks if all are zero, if so draws // the appropriate background pixels. #define tile_4bpp_draw_eight_base(alpha_op, flip_op) \ if(current_pixels != 0) \ { \ tile_4bpp_draw_eight_##flip_op(base, alpha_op); \ } \ else \ { \ tile_4bpp_draw_eight_base_zero_##alpha_op(); \ } \ // Draws eight 4bpp pixels in transparent (layered) mode, checks if all are // zero and if so draws nothing. #define tile_4bpp_draw_eight_transparent(alpha_op, flip_op) \ if(current_pixels != 0) \ { \ tile_4bpp_draw_eight_##flip_op(transparent, alpha_op); \ } \ #define tile_4bpp_draw_eight_copy(alpha_op, flip_op) \ if(current_pixels != 0) \ { \ tile_4bpp_draw_eight_##flip_op(copy, alpha_op); \ } \ // Gets the current tile in 4bpp mode, also getting the current palette and // the pixel block. #define get_tile_4bpp() \ current_tile = eswap16(*map_ptr); \ current_palette = (current_tile >> 12) << 4; \ tile_ptr = tile_base + ((current_tile & 0x3FF) * 32); \ // Helper macro for drawing clipped 4bpp tiles. #define partial_tile_4bpp(combine_op, alpha_op) \ for(i = 0; i < partial_tile_run; i++) \ { \ tile_4bpp_draw_##combine_op(0, mask, 0, alpha_op); \ current_pixels >>= 4; \ advance_dest_ptr_##combine_op(1); \ } \ // Draws a 4bpp tile clipped against the left edge of the screen. // partial_tile_offset is how far in it's clipped, partial_tile_run is // how many to draw. #define partial_tile_right_noflip_4bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)tile_ptr)) >> (partial_tile_offset * 4); \ partial_tile_4bpp(combine_op, alpha_op) \ // Draws a 4bpp tile clipped against both edges of the screen, same as right. #define partial_tile_mid_noflip_4bpp(combine_op, alpha_op) \ partial_tile_right_noflip_4bpp(combine_op, alpha_op) \ // Draws a 4bpp tile clipped against the right edge of the screen. // partial_tile_offset is how many to draw. #define partial_tile_left_noflip_4bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ partial_tile_4bpp(combine_op, alpha_op) \ // Draws a complete 4bpp tile row (not clipped) #define tile_noflip_4bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ tile_4bpp_draw_eight_##combine_op(alpha_op, noflip) \ // Like the above, but draws flipped tiles. #define partial_tile_flip_4bpp(combine_op, alpha_op) \ for(i = 0; i < partial_tile_run; i++) \ { \ tile_4bpp_draw_##combine_op(0, shift, 28, alpha_op); \ current_pixels <<= 4; \ advance_dest_ptr_##combine_op(1); \ } \ #define partial_tile_right_flip_4bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)tile_ptr)) << (partial_tile_offset * 4); \ partial_tile_flip_4bpp(combine_op, alpha_op) \ #define partial_tile_mid_flip_4bpp(combine_op, alpha_op) \ partial_tile_right_flip_4bpp(combine_op, alpha_op) \ #define partial_tile_left_flip_4bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ partial_tile_flip_4bpp(combine_op, alpha_op) \ #define tile_flip_4bpp(combine_op, alpha_op) \ current_pixels = eswap32(*((u32 *)tile_ptr)); \ tile_4bpp_draw_eight_##combine_op(alpha_op, flip) \ // Advances a non-flipped 4bpp obj to the next tile. #define obj_advance_noflip_4bpp() \ tile_ptr += 32 \ // Advances a non-flipped 8bpp obj to the next tile. #define obj_advance_noflip_8bpp() \ tile_ptr += 64 \ // Advances a flipped 4bpp obj to the next tile. #define obj_advance_flip_4bpp() \ tile_ptr -= 32 \ // Advances a flipped 8bpp obj to the next tile. #define obj_advance_flip_8bpp() \ tile_ptr -= 64 \ // Draws multiple sequential tiles from an obj, flip_op determines if it should // be flipped or not (set to flip or noflip) #define multiple_tile_obj(combine_op, color_depth, alpha_op, flip_op) \ for(i = 0; i < tile_run; i++) \ { \ tile_##flip_op##_##color_depth(combine_op, alpha_op); \ obj_advance_##flip_op##_##color_depth(); \ advance_dest_ptr_##combine_op(8); \ } \ // Draws an obj's tile clipped against the left side of the screen #define partial_tile_right_obj(combine_op, color_depth, alpha_op, flip_op) \ partial_tile_right_##flip_op##_##color_depth(combine_op, alpha_op); \ obj_advance_##flip_op##_##color_depth() \ // Draws an obj's tile clipped against both sides of the screen #define partial_tile_mid_obj(combine_op, color_depth, alpha_op, flip_op) \ partial_tile_mid_##flip_op##_##color_depth(combine_op, alpha_op) \ // Draws an obj's tile clipped against the right side of the screen #define partial_tile_left_obj(combine_op, color_depth, alpha_op, flip_op) \ partial_tile_left_##flip_op##_##color_depth(combine_op, alpha_op) \ // Extra variables specific for 8bpp/4bpp tile renderers. #define tile_extra_variables_4bpp() \ u32 current_palette \ // Byte lengths of complete tiles and tile rows in 4bpp and 8bpp. #define tile_width_4bpp 4 #define tile_size_4bpp 32 #define tile_width_8bpp 8 #define tile_size_8bpp 64 #define render_scanline_dest_normal u16 #define render_scanline_dest_alpha u32 #define render_scanline_dest_alpha_obj u32 #define render_scanline_dest_color16 u16 #define render_scanline_dest_color32 u32 #define render_scanline_dest_partial_alpha u32 #define render_scanline_dest_copy_tile u16 #define render_scanline_dest_copy_bitmap u16 static const u32 map_widths[] = { 256, 512, 256, 512 }; typedef enum { NORMAL, // Regular rendering, output a 16 bit color COLOR16, // Rendering to indexed color, so we can later apply dark/bright COLOR32, // Same as color16 but using 32 bits, for blended sprites ALPHA // Stacks two indexed pixels (+flags) to apply blending } rendtype; // Renders non-affine tiled background layer. // Will process a full or partial tile (start and end within 0..8) and draw // it in either 8 or 4 bpp mode. Honors vertical and horizontal flip. template static inline void render_tile_Nbpp(u32 layer, dsttype *dest_ptr, bool is8bpp, u32 start, u32 end, u16 tile, const u8 *tile_base, int vertical_pixel_flip ) { // tile contains the tile info (contains tile index, flip bits, pal info) // hflip causes the tile pixels lookup to be reversed (from MSB to LSB // If transparent is set, color 0 is honoured (no write). Otherwise we assume // that we are drawing the base layer, so palette[0] is used (backdrop). // Seek to the specified tile, using the tile number and size. // tile_base already points to the right tile-line vertical offset const u8 *tile_ptr = &tile_base[(tile & 0x3FF) * (is8bpp ? 64 : 32)]; // Calculate combine masks. These store 2 bits of info: 1st and 2nd target. // If set, the current pixel belongs to a layer that is 1st or 2nd target. u32 bg_comb = color_combine_mask(5); u32 px_comb = color_combine_mask(layer); // On vertical flip, apply the mirror offset if (tile & 0x800) tile_ptr += vertical_pixel_flip; if (is8bpp) { // Each byte is a color, mapped to a palete. 8 bytes can be read as 64bit u64 tilepix = eswap64(*(u64*)tile_ptr); for (u32 i = start; i < end; i++, dest_ptr++) { // Honor hflip by selecting bytes in the correct order u32 sel = hflip ? (7-i) : i; u8 pval = (tilepix >> (sel*8)) & 0xFF; // Combine mask is different if we are rendering the backdrop color u16 combflg = pval ? px_comb : bg_comb; // Alhpa mode stacks previous value (unless rendering the first layer) if (!transparent || pval) { if (rdtype == NORMAL) *dest_ptr = palette_ram_converted[pval]; else if (rdtype == COLOR16 || rdtype == COLOR32) *dest_ptr = pval | combflg; // Add combine flags else if (rdtype == ALPHA) // Stack pixels on top of the pixel value and combine flags *dest_ptr = pval | combflg | ((transparent ? *dest_ptr : bg_comb) << 16); } } } else { // In 4bpp mode, the tile[15..12] bits contain the sub-palette number. u16 tilepal = (tile >> 12) << 4; // Only 32 bits (8 pixels * 4 bits) u32 tilepix = eswap32(*(u32*)tile_ptr); for (u32 i = start; i < end; i++, dest_ptr++) { u32 sel = hflip ? (7-i) : i; u8 pval = (tilepix >> (sel*4)) & 0xF; u16 combflg = pval ? px_comb : bg_comb; if (!transparent || pval) { u8 colidx = pval ? (pval | tilepal) : 0; if (rdtype == NORMAL) *dest_ptr = palette_ram_converted[colidx]; else if (rdtype == COLOR16 || rdtype == COLOR32) *dest_ptr = colidx | combflg; else if (rdtype == ALPHA) *dest_ptr = colidx | combflg | ((transparent ? *dest_ptr : bg_comb) << 16); // Stack pixels } } } } template static void render_scanline_text(u32 layer, u32 start, u32 end, void *scanline) { // TODO: Move this to the caller since it makes more sense // If the layer is *NOT* first target, we will not combine with previous layer anyway // so we can "drop" the mixing bit if (rdtype == ALPHA && transparent) { bool first_target = (read_ioreg(REG_BLDCNT) >> layer) & 1; if (!first_target) { render_scanline_text(layer, start, end, scanline); return; } } u32 bg_control = read_ioreg(REG_BGxCNT(layer)); u16 vcount = read_ioreg(REG_VCOUNT); u32 map_size = (bg_control >> 14) & 0x03; u32 map_width = map_widths[map_size]; u32 hoffset = (start + read_ioreg(REG_BGxHOFS(layer))) % 512; u32 voffset = (vcount + read_ioreg(REG_BGxVOFS(layer))) % 512; stype *dest_ptr = ((stype*)scanline) + start; u32 i; // Background map data is in vram, at an offset specified in 2K blocks. // (each map data block is 32x32 tiles, at 16bpp, so 2KB) u32 base_block = (bg_control >> 8) & 0x1F; u16 *map_base = (u16 *)&vram[base_block * 2048]; u16 *map_ptr, *second_ptr; end -= start; // Skip the top one/two block(s) if using the bottom half if ((map_size & 0x02) && (voffset >= 256)) map_base += ((map_width / 8) * 32); // Skip the top tiles within the block map_base += (((voffset % 256) / 8) * 32); // we might need to render from two charblocks, store a second pointer. second_ptr = map_ptr = map_base; if(map_size & 0x01) // If background is 512 pixels wide { if(hoffset >= 256) { // If we are rendering the right block, skip a whole charblock hoffset -= 256; map_ptr += (32 * 32); } else { // If we are rendering the left block, we might overrun into the right second_ptr += (32 * 32); } } else { hoffset %= 256; // Background is 256 pixels wide } // Skip the left blocks within the block map_ptr += hoffset / 8; { bool mode8bpp = (bg_control & 0x80); // Color depth 8bpp when set // Render a single scanline of text tiles u32 tilewidth = mode8bpp ? tile_width_8bpp : tile_width_4bpp; u32 vert_pix_offset = (voffset % 8) * tilewidth; // Calculate the pixel offset between a line and its "flipped" mirror. // The values can be {56, 40, 24, 8, -8, -24, -40, -56} s32 vflip_off = mode8bpp ? tile_size_8bpp - 2*vert_pix_offset - tile_width_8bpp : tile_size_4bpp - 2*vert_pix_offset - tile_width_4bpp; // The tilemap base is selected via bgcnt (16KiB chunks) u32 tilecntrl = (bg_control >> 2) & 0x03; // Account for the base offset plus the tile vertical offset u8 *tile_base = &vram[tilecntrl * 16*1024 + vert_pix_offset]; // Number of pixels available until the end of the tile block u32 pixel_run = 256 - hoffset; u32 tile_hoff = hoffset % 8; u32 partial_hcnt = 8 - tile_hoff; if (tile_hoff) { // First partial tile, only right side is visible. u32 todraw = MIN(end, partial_hcnt); // [1..7] u32 stop = tile_hoff + todraw; // Usually 8, unless short run. u16 tile = eswap16(*map_ptr++); if (tile & 0x400) // Tile horizontal flip render_tile_Nbpp(layer, dest_ptr, mode8bpp, tile_hoff, stop, tile, tile_base, vflip_off); else render_tile_Nbpp(layer, dest_ptr, mode8bpp, tile_hoff, stop, tile, tile_base, vflip_off); dest_ptr += todraw; end -= todraw; pixel_run -= todraw; } if (!end) return; // Now render full tiles u32 todraw = MIN(end, pixel_run) / 8; for (i = 0; i < todraw; i++) { u16 tile = eswap16(*map_ptr++); if (tile & 0x400) // Tile horizontal flip render_tile_Nbpp(layer, &dest_ptr[i * 8], mode8bpp, 0, 8, tile, tile_base, vflip_off); else render_tile_Nbpp(layer, &dest_ptr[i * 8], mode8bpp, 0, 8, tile, tile_base, vflip_off); } end -= todraw * 8; pixel_run -= todraw * 8; dest_ptr += todraw * 8; if (!end) return; // Switch to the next char block if we ran out of tiles if (!pixel_run) map_ptr = second_ptr; todraw = end / 8; if (todraw) { for (i = 0; i < todraw; i++) { u16 tile = eswap16(*map_ptr++); if (tile & 0x400) // Tile horizontal flip render_tile_Nbpp(layer, &dest_ptr[i * 8], mode8bpp, 0, 8, tile, tile_base, vflip_off); else render_tile_Nbpp(layer, &dest_ptr[i * 8], mode8bpp, 0, 8, tile, tile_base, vflip_off); } end -= todraw * 8; dest_ptr += todraw * 8; } // Finalize the tile rendering the left side of it (from 0 up to "end"). if (end) { u16 tile = eswap16(*map_ptr++); if (tile & 0x400) // Tile horizontal flip render_tile_Nbpp(layer, dest_ptr, mode8bpp, 0, end, tile, tile_base, vflip_off); else render_tile_Nbpp(layer, dest_ptr, mode8bpp, 0, end, tile, tile_base, vflip_off); } } } s32 affine_reference_x[2]; s32 affine_reference_y[2]; static inline s32 signext28(u32 value) { s32 ret = (s32)(value << 4); return ret >> 4; } void video_reload_counters() { /* This happens every Vblank */ affine_reference_x[0] = signext28(read_ioreg32(REG_BG2X_L)); affine_reference_y[0] = signext28(read_ioreg32(REG_BG2Y_L)); affine_reference_x[1] = signext28(read_ioreg32(REG_BG3X_L)); affine_reference_y[1] = signext28(read_ioreg32(REG_BG3Y_L)); } template static inline void render_pixel_8bpp(u32 layer, dsttype *dest_ptr, u32 px, u32 py, const u8 *tile_base, const u8 *map_base, u32 map_size ) { // Pitch represents the log2(number of tiles per row) (from 16 to 128) u32 map_pitch = map_size + 4; // Given coords (px,py) in the background space, find the tile. u32 mapoff = (px / 8) + ((py / 8) << map_pitch); // Each tile is 8x8, so 64 bytes each. const u8 *tile_ptr = &tile_base[map_base[mapoff] * tile_size_8bpp]; // Read the 8bit color within the tile. u8 pval = tile_ptr[(px % 8) + ((py % 8) * 8)]; // Calculate combine masks. These store 2 bits of info: 1st and 2nd target. // If set, the current pixel belongs to a layer that is 1st or 2nd target. u32 bg_comb = color_combine_mask(5); u32 px_comb = color_combine_mask(layer); // Combine mask is different if we are rendering the backdrop color u16 combflg = pval ? px_comb : bg_comb; // Alhpa mode stacks previous value (unless rendering the first layer) if (!transparent || pval) { if (rdtype == NORMAL) *dest_ptr = palette_ram_converted[pval]; else if (rdtype == COLOR16 || rdtype == COLOR32) *dest_ptr = pval | combflg; // Add combine flags else if (rdtype == ALPHA) // Stack pixels on top of the pixel value and combine flags *dest_ptr = pval | combflg | ((transparent ? *dest_ptr : bg_comb) << 16); } } template static inline void render_bdrop_pixel_8bpp(dsttype *dest_ptr) { // Calculate combine masks. These store 2 bits of info: 1st and 2nd target. // If set, the current pixel belongs to a layer that is 1st or 2nd target. u32 bg_comb = color_combine_mask(5); u32 pval = 0; // Alhpa mode stacks previous value (unless rendering the first layer) if (rdtype == NORMAL) *dest_ptr = palette_ram_converted[pval]; else if (rdtype == COLOR16 || rdtype == COLOR32) *dest_ptr = pval | bg_comb; // Add combine flags else if (rdtype == ALPHA) // Stack pixels on top of the pixel value and combine flags *dest_ptr = pval | bg_comb | (bg_comb << 16); // FIXME: Do we need double bg_comb? I do not think so! } // Affine background rendering logic. // wrap extends the background infinitely, otherwise transparent/backdrop fill // rotate indicates if there's any rotation (optimized version for no-rotation) template static inline void render_affine_background( u32 layer, u32 start, u32 cnt, const u8 *map_base, u32 map_size, const u8 *tile_base, dsttype *dst_ptr) { s32 dx = (s16)read_ioreg(REG_BGxPA(layer)); s32 dy = (s16)read_ioreg(REG_BGxPC(layer)); s32 source_x = affine_reference_x[layer - 2] + (start * dx); s32 source_y = affine_reference_y[layer - 2] + (start * dy); // Maps are squared, four sizes available (128x128 to 1024x1024) u32 width_height = 128 << map_size; if (wrap) { // In wrap mode the entire space is covered, since it "wraps" at the edges while (cnt--) { u32 pixel_x = (u32)(source_x >> 8) & (width_height-1); u32 pixel_y = (u32)(source_y >> 8) & (width_height-1); // Lookup pixel and draw it. render_pixel_8bpp( layer, dst_ptr++, pixel_x, pixel_y, tile_base, map_base, map_size); // Move to the next pixel, update coords accordingly source_x += dx; if (rotate) source_y += dy; } } else { // Early optimization if Y-coord is out completely for this line. // (if there's no rotation Y coord remains identical throughout the line). bool is_y_out = !rotate && ((u32)(source_y >> 8)) >= width_height; if (!is_y_out) { // Draw backdrop pixels if necessary until we reach the background edge. // TODO: on non-base cases this could perhaps be calculated in O(1)? while (cnt) { // Draw backdrop pixels if they lie outside of the background. u32 pixel_x = (u32)(source_x >> 8), pixel_y = (u32)(source_y >> 8); // Stop once we find a pixel that is actually *inside* the map. if (pixel_x < width_height && pixel_y < width_height) break; // Draw a "transparent" pixel if we are the base layer. if (!transparent) render_bdrop_pixel_8bpp(dst_ptr); dst_ptr++; source_x += dx; if (rotate) source_y += dy; cnt--; } // Draw background pixels by looking them up in the map while (cnt) { u32 pixel_x = (u32)(source_x >> 8), pixel_y = (u32)(source_y >> 8); // Check if we run out of background pixels, stop drawing. if (pixel_x >= width_height || pixel_y >= width_height) break; // Lookup pixel and draw it. render_pixel_8bpp( layer, dst_ptr++, pixel_x, pixel_y, tile_base, map_base, map_size); // Move to the next pixel, update coords accordingly cnt--; source_x += dx; if (rotate) source_y += dy; } } // Complete the line on the right, if we ran out over the bg edge. // Only necessary for the base layer, otherwise we can safely finish. if (!transparent) while (cnt--) render_bdrop_pixel_8bpp(dst_ptr++); } } // Renders affine backgrounds. These differ substantially from non-affine // ones. Tile maps are byte arrays (instead of 16 bit), limiting the map to // 256 different tiles (with no flip bits and just one single 256 color pal). template static void render_scanline_affine(u32 layer, u32 start, u32 end, void *scanline) { u32 bg_control = read_ioreg(REG_BGxCNT(layer)); u32 map_size = (bg_control >> 14) & 0x03; // Char block base pointer u32 base_block = (bg_control >> 8) & 0x1F; u8 *map_base = &vram[base_block * 2048]; // The tilemap base is selected via bgcnt (16KiB chunks) u32 tilecntrl = (bg_control >> 2) & 0x03; u8 *tile_base = &vram[tilecntrl * 16*1024]; dsttype *dest_ptr = ((dsttype*)scanline) + start; bool has_rotation = read_ioreg(REG_BGxPC(layer)) != 0; bool has_wrap = (bg_control >> 13) & 1; // Four specialized versions for faster rendering on specific cases like // scaling only or non-wrapped backgrounds. if (has_wrap) { if (has_rotation) render_affine_background( layer, start, end - start, map_base, map_size, tile_base, dest_ptr); else render_affine_background( layer, start, end - start, map_base, map_size, tile_base, dest_ptr); } else { if (has_rotation) render_affine_background( layer, start, end - start, map_base, map_size, tile_base, dest_ptr); else render_affine_background( layer, start, end - start, map_base, map_size, tile_base, dest_ptr); } } #define bitmap_render_pixel_mode3(alpha_op) \ current_pixel = convert_palette(current_pixel); \ *dest_ptr = current_pixel \ #define bitmap_render_pixel_mode4(alpha_op) \ tile_expand_base_##alpha_op##_mode4(0) \ #define bitmap_render_pixel_mode5(alpha_op) \ bitmap_render_pixel_mode3(alpha_op) \ #define bitmap_render_scale(type, alpha_op, width, height) \ pixel_y = (source_y >> 8); \ if((u32)pixel_y < (u32)height) \ { \ pixel_x = (source_x >> 8); \ src_ptr += (pixel_y * width); \ if(dx == 0x100) \ { \ if(pixel_x < 0) \ { \ end += pixel_x; \ dest_ptr -= pixel_x; \ pixel_x = 0; \ } \ else if(pixel_x > 0) \ src_ptr += pixel_x; \ \ if((pixel_x + end) >= width) \ end = (width - pixel_x); \ \ for(i = 0; (s32)i < (s32)end; i++) \ { \ current_pixel = srcread_##type(*src_ptr); \ bitmap_render_pixel_##type(alpha_op); \ src_ptr++; \ dest_ptr++; \ } \ } \ else \ { \ if((u32)(source_y >> 8) < (u32)height) \ { \ for(i = 0; i < end; i++) \ { \ pixel_x = (source_x >> 8); \ \ if((u32)pixel_x < (u32)width) \ break; \ \ source_x += dx; \ dest_ptr++; \ } \ \ for(; i < end; i++) \ { \ pixel_x = (source_x >> 8); \ \ if((u32)pixel_x >= (u32)width) \ break; \ \ current_pixel = srcread_##type(src_ptr[pixel_x]); \ bitmap_render_pixel_##type(alpha_op); \ \ source_x += dx; \ dest_ptr++; \ } \ } \ } \ } \ #define bitmap_render_rotate(type, alpha_op, width, height) \ for(i = 0; i < end; i++) \ { \ pixel_x = source_x >> 8; \ pixel_y = source_y >> 8; \ \ if(((u32)pixel_x < (u32)width) && ((u32)pixel_y < (u32)height)) \ break; \ \ source_x += dx; \ source_y += dy; \ dest_ptr++; \ } \ \ for(; i < end; i++) \ { \ pixel_x = (source_x >> 8); \ pixel_y = (source_y >> 8); \ \ if(((u32)pixel_x >= (u32)width) || ((u32)pixel_y >= (u32)height)) \ break; \ \ current_pixel = srcread_##type(src_ptr[pixel_x + (pixel_y * width)]); \ bitmap_render_pixel_##type(alpha_op); \ \ source_x += dx; \ source_y += dy; \ dest_ptr++; \ } \ #define render_scanline_vram_setup_mode3() \ u16 *src_ptr = (u16 *)vram \ #define render_scanline_vram_setup_mode5() \ u16 *src_ptr = (u16 *)vram; \ if(read_ioreg(REG_DISPCNT) & 0x10) \ src_ptr = (u16 *)(vram + 0xA000); \ #define render_scanline_vram_setup_mode4() \ u16 *palette = palette_ram_converted; \ u8 *src_ptr = vram; \ if(read_ioreg(REG_DISPCNT) & 0x10) \ src_ptr = vram + 0xA000; \ #define srcread_mode3(v) eswap16(v) #define srcread_mode5(v) eswap16(v) #define srcread_mode4(v) (v) // Build bitmap scanline rendering functions. #define render_scanline_bitmap_builder(type, alpha_op, width, height) \ static void render_scanline_bitmap_##type##_##alpha_op(u32 start, u32 end, \ void *scanline) \ { \ u32 current_pixel; \ s32 source_x, source_y; \ s32 pixel_x, pixel_y; \ \ s32 dx = (s16)read_ioreg(REG_BG2PA); \ s32 dy = (s16)read_ioreg(REG_BG2PC); \ \ u32 i; \ \ render_scanline_dest_##alpha_op *dest_ptr = \ ((render_scanline_dest_##alpha_op *)scanline) + start; \ render_scanline_vram_setup_##type(); \ \ end -= start; \ \ source_x = affine_reference_x[0] + (start * dx); \ source_y = affine_reference_y[0] + (start * dy); \ \ if(dy == 0) \ { \ bitmap_render_scale(type, alpha_op, width, height); \ } \ else \ { \ bitmap_render_rotate(type, alpha_op, width, height); \ } \ } \ render_scanline_bitmap_builder(mode3, normal, 240, 160); render_scanline_bitmap_builder(mode4, normal, 240, 160); render_scanline_bitmap_builder(mode5, normal, 160, 128); // Fill in the renderers for a layer based on the mode type, #define tile_layer_render_functions(type) \ { \ render_scanline_##type, \ render_scanline_##type, \ render_scanline_##type, \ render_scanline_##type, \ render_scanline_##type, \ render_scanline_##type, \ render_scanline_##type, \ render_scanline_##type, \ } \ // Use if a layer is unsupported for that mode. #define tile_layer_render_null() \ { \ NULL, NULL, NULL, NULL \ } \ #define bitmap_layer_render_functions(type) \ { \ render_scanline_bitmap_##type##_normal \ } \ // Structs containing functions to render the layers for each mode, for // each render type. static const tile_layer_render_struct tile_mode_renderers[3][4] = { { tile_layer_render_functions(text), tile_layer_render_functions(text), tile_layer_render_functions(text), tile_layer_render_functions(text) }, { tile_layer_render_functions(text), tile_layer_render_functions(text), tile_layer_render_functions(affine), tile_layer_render_functions(text) }, { tile_layer_render_functions(text), tile_layer_render_functions(text), tile_layer_render_functions(affine), tile_layer_render_functions(affine) } }; static const bitmap_layer_render_struct bitmap_mode_renderers[3] = { bitmap_layer_render_functions(mode3), bitmap_layer_render_functions(mode4), bitmap_layer_render_functions(mode5) }; #define render_scanline_layer_functions_tile() \ const tile_layer_render_struct *layer_renderers = \ tile_mode_renderers[dispcnt & 0x07] \ #define render_scanline_layer_functions_bitmap() \ const bitmap_layer_render_struct *layer_renderers = \ bitmap_mode_renderers + ((dispcnt & 0x07) - 3) \ // Adjust a flipped obj's starting position #define obj_tile_offset_noflip(color_depth) \ #define obj_tile_offset_flip(color_depth) \ + (tile_size_##color_depth * ((obj_width - 8) / 8)) \ // Adjust the obj's starting point if it goes too far off the left edge of // the screen. #define obj_tile_right_offset_noflip(color_depth) \ tile_ptr += (partial_tile_offset / 8) * tile_size_##color_depth \ #define obj_tile_right_offset_flip(color_depth) \ tile_ptr -= (partial_tile_offset / 8) * tile_size_##color_depth \ // Get the current row offset into an obj in 1D map space #define obj_tile_offset_1D(color_depth, flip_op) \ tile_ptr = tile_base + ((obj_attribute_2 & 0x3FF) * 32) \ + ((vertical_offset / 8) * (obj_width / 8) * tile_size_##color_depth) \ + ((vertical_offset % 8) * tile_width_##color_depth) \ obj_tile_offset_##flip_op(color_depth) \ // Get the current row offset into an obj in 2D map space #define obj_tile_offset_2D(color_depth, flip_op) \ tile_ptr = tile_base + ((obj_attribute_2 & 0x3FF) * 32) \ + ((vertical_offset / 8) * 1024) \ + ((vertical_offset % 8) * tile_width_##color_depth) \ obj_tile_offset_##flip_op(color_depth) \ // Get the palette for 4bpp obj. #define obj_get_palette_4bpp() \ current_palette = (obj_attribute_2 >> 8) & 0xF0 \ #define obj_get_palette_8bpp() \ // Render the current row of an obj. #define obj_render(combine_op, color_depth, alpha_op, map_space, flip_op) \ { \ obj_get_palette_##color_depth(); \ obj_tile_offset_##map_space(color_depth, flip_op); \ \ if(obj_x < (s32)start) \ { \ dest_ptr = scanline + start; \ pixel_run = obj_width - (start - obj_x); \ if((s32)pixel_run > 0) \ { \ if((obj_x + obj_width) >= end) \ { \ pixel_run = end - start; \ partial_tile_offset = start - obj_x; \ obj_tile_right_offset_##flip_op(color_depth); \ partial_tile_offset %= 8; \ \ if(partial_tile_offset) \ { \ partial_tile_run = 8 - partial_tile_offset; \ if((s32)pixel_run < (s32)partial_tile_run) \ { \ if((s32)pixel_run > 0) \ { \ partial_tile_run = pixel_run; \ partial_tile_mid_obj(combine_op, color_depth, alpha_op, \ flip_op); \ } \ continue; \ } \ else \ { \ pixel_run -= partial_tile_run; \ partial_tile_right_obj(combine_op, color_depth, alpha_op, \ flip_op); \ } \ } \ tile_run = pixel_run / 8; \ multiple_tile_obj(combine_op, color_depth, alpha_op, flip_op); \ partial_tile_run = pixel_run % 8; \ if(partial_tile_run) \ { \ partial_tile_left_obj(combine_op, color_depth, alpha_op, \ flip_op); \ } \ } \ else \ { \ partial_tile_offset = start - obj_x; \ obj_tile_right_offset_##flip_op(color_depth); \ partial_tile_offset %= 8; \ if(partial_tile_offset) \ { \ partial_tile_run = 8 - partial_tile_offset; \ partial_tile_right_obj(combine_op, color_depth, alpha_op, \ flip_op); \ } \ tile_run = pixel_run / 8; \ multiple_tile_obj(combine_op, color_depth, alpha_op, flip_op); \ } \ } \ } \ else \ \ if((obj_x + obj_width) >= end) \ { \ pixel_run = end - obj_x; \ if((s32)pixel_run > 0) \ { \ dest_ptr = scanline + obj_x; \ tile_run = pixel_run / 8; \ multiple_tile_obj(combine_op, color_depth, alpha_op, flip_op); \ partial_tile_run = pixel_run % 8; \ if(partial_tile_run) \ { \ partial_tile_left_obj(combine_op, color_depth, alpha_op, flip_op); \ } \ } \ } \ else \ { \ dest_ptr = scanline + obj_x; \ tile_run = obj_width / 8; \ multiple_tile_obj(combine_op, color_depth, alpha_op, flip_op); \ } \ } \ #define obj_scale_offset_1D(color_depth) \ tile_ptr = tile_base + ((obj_attribute_2 & 0x3FF) * 32) \ + ((vertical_offset / 8) * (max_x / 8) * tile_size_##color_depth) \ + ((vertical_offset % 8) * tile_width_##color_depth) \ // Get the current row offset into an obj in 2D map space #define obj_scale_offset_2D(color_depth) \ tile_ptr = tile_base + ((obj_attribute_2 & 0x3FF) * 32) \ + ((vertical_offset / 8) * 1024) \ + ((vertical_offset % 8) * tile_width_##color_depth) \ #define obj_render_scale_pixel_4bpp(combine_op, alpha_op) \ current_pixel = \ tile_ptr[tile_map_offset + ((tile_x >> 1) & 0x03)]; \ if(tile_x & 0x01) \ current_pixel >>= 4; \ else \ current_pixel &= 0x0F; \ \ tile_4bpp_draw_##combine_op(0, none, 0, alpha_op) \ #define obj_render_scale_pixel_8bpp(combine_op, alpha_op) \ current_pixel = tile_ptr[tile_map_offset + (tile_x & 0x07)]; \ tile_8bpp_draw_##combine_op(0, none, 0, alpha_op); \ #define obj_render_scale(combine_op, color_depth, alpha_op, map_space) \ { \ u32 vertical_offset; \ source_y += (y_delta * dmy); \ vertical_offset = (source_y >> 8); \ if((u32)vertical_offset < (u32)max_y) \ { \ obj_scale_offset_##map_space(color_depth); \ source_x += (y_delta * dmx) - (middle_x * dx); \ \ for(i = 0; i < obj_width; i++) \ { \ tile_x = (source_x >> 8); \ \ if((u32)tile_x < (u32)max_x) \ break; \ \ source_x += dx; \ advance_dest_ptr_##combine_op(1); \ } \ \ for(; i < obj_width; i++) \ { \ tile_x = (source_x >> 8); \ \ if((u32)tile_x >= (u32)max_x) \ break; \ \ tile_map_offset = (tile_x >> 3) * tile_size_##color_depth; \ obj_render_scale_pixel_##color_depth(combine_op, alpha_op); \ \ source_x += dx; \ advance_dest_ptr_##combine_op(1); \ } \ } \ } \ #define obj_rotate_offset_1D(color_depth) \ obj_tile_pitch = (max_x / 8) * tile_size_##color_depth \ #define obj_rotate_offset_2D(color_depth) \ obj_tile_pitch = 1024 \ #define obj_render_rotate_pixel_4bpp(combine_op, alpha_op) \ current_pixel = tile_ptr[tile_map_offset + \ ((tile_x >> 1) & 0x03) + ((tile_y & 0x07) * obj_pitch)]; \ if(tile_x & 0x01) \ current_pixel >>= 4; \ else \ current_pixel &= 0x0F; \ \ tile_4bpp_draw_##combine_op(0, none, 0, alpha_op) \ #define obj_render_rotate_pixel_8bpp(combine_op, alpha_op) \ current_pixel = tile_ptr[tile_map_offset + \ (tile_x & 0x07) + ((tile_y & 0x07) * obj_pitch)]; \ \ tile_8bpp_draw_##combine_op(0, none, 0, alpha_op) \ #define obj_render_rotate(combine_op, color_depth, alpha_op, map_space) \ { \ tile_ptr = tile_base + ((obj_attribute_2 & 0x3FF) * 32); \ obj_rotate_offset_##map_space(color_depth); \ \ source_x += (y_delta * dmx) - (middle_x * dx); \ source_y += (y_delta * dmy) - (middle_x * dy); \ \ for(i = 0; i < obj_width; i++) \ { \ tile_x = (source_x >> 8); \ tile_y = (source_y >> 8); \ \ if(((u32)tile_x < (u32)max_x) && ((u32)tile_y < (u32)max_y)) \ break; \ \ source_x += dx; \ source_y += dy; \ advance_dest_ptr_##combine_op(1); \ } \ \ for(; i < obj_width; i++) \ { \ tile_x = (source_x >> 8); \ tile_y = (source_y >> 8); \ \ if(((u32)tile_x >= (u32)max_x) || ((u32)tile_y >= (u32)max_y)) \ break; \ \ tile_map_offset = ((tile_x >> 3) * tile_size_##color_depth) + \ ((tile_y >> 3) * obj_tile_pitch); \ obj_render_rotate_pixel_##color_depth(combine_op, alpha_op); \ \ source_x += dx; \ source_y += dy; \ advance_dest_ptr_##combine_op(1); \ } \ } \ // Render the current row of an affine transformed OBJ. #define obj_render_affine(combine_op, color_depth, alpha_op, map_space) \ { \ u16 *params = (u16 *)oam_ram + (((obj_attribute_1 >> 9) & 0x1F) * 16); \ s32 dx = (s16)eswap16(params[3]); \ s32 dmx = (s16)eswap16(params[7]); \ s32 dy = (s16)eswap16(params[11]); \ s32 dmy = (s16)eswap16(params[15]); \ s32 source_x, source_y; \ s32 tile_x, tile_y; \ u32 tile_map_offset; \ s32 middle_x; \ s32 middle_y; \ s32 max_x = obj_width; \ s32 max_y = obj_height; \ s32 y_delta; \ u32 obj_pitch = tile_width_##color_depth; \ u32 obj_tile_pitch; \ \ middle_x = (obj_width / 2); \ middle_y = (obj_height / 2); \ \ source_x = (middle_x << 8); \ source_y = (middle_y << 8); \ \ \ if(obj_attribute_0 & 0x200) \ { \ obj_width *= 2; \ obj_height *= 2; \ middle_x *= 2; \ middle_y *= 2; \ } \ \ if((s32)obj_x < (s32)start) \ { \ u32 x_delta = start - obj_x; \ middle_x -= x_delta; \ obj_width -= x_delta; \ obj_x = start; \ \ if((s32)obj_width <= 0) \ continue; \ } \ \ if((s32)(obj_x + obj_width) >= (s32)end) \ { \ obj_width = end - obj_x; \ \ if((s32)obj_width <= 0) \ continue; \ } \ dest_ptr = scanline + obj_x; \ \ y_delta = vcount - (obj_y + middle_y); \ \ obj_get_palette_##color_depth(); \ \ if(dy == 0) \ { \ obj_render_scale(combine_op, color_depth, alpha_op, map_space); \ } \ else \ { \ obj_render_rotate(combine_op, color_depth, alpha_op, map_space); \ } \ } \ static const u32 obj_width_table[] = { 8, 16, 32, 64, 16, 32, 32, 64, 8, 8, 16, 32 }; static const u32 obj_height_table[] = { 8, 16, 32, 64, 8, 8, 16, 32, 16, 32, 32, 64 }; static const u8 obj_dim_table[3][4][2] = { { {8, 8}, {16, 16}, {32, 32}, {64, 64} }, { {16, 8}, {32, 8}, {32, 16}, {64, 32} }, { {8, 16}, {8, 32}, {16, 32}, {32, 64} } }; static u8 obj_priority_list[5][160][128]; static u8 obj_priority_count[5][160]; static u8 obj_alpha_count[160]; // Build obj rendering functions #define render_scanline_obj_extra_variables_normal(bg_type) \ u16 *palette = palette_ram_converted + 256 \ #define render_scanline_obj_extra_variables_color() \ u32 pixel_combine = color_combine_mask(4) | (1 << 8) \ #define render_scanline_obj_extra_variables_alpha_obj(map_space) \ render_scanline_obj_extra_variables_color(); \ u32 dest; \ if((pixel_combine & 0x00000200) == 0) \ { \ render_scanline_obj_color32_##map_space(priority, start, end, scanline); \ return; \ } \ #define render_scanline_obj_extra_variables_color16(map_space) \ render_scanline_obj_extra_variables_color() \ #define render_scanline_obj_extra_variables_color32(map_space) \ render_scanline_obj_extra_variables_color() \ #define render_scanline_obj_extra_variables_partial_alpha(map_space) \ render_scanline_obj_extra_variables_color(); \ u32 base_pixel_combine = pixel_combine; \ u32 dest \ #define render_scanline_obj_extra_variables_copy(type) \ u32 bldcnt = read_ioreg(REG_BLDCNT); \ u32 dispcnt = read_ioreg(REG_DISPCNT); \ u32 obj_enable = read_ioreg(REG_WINOUT) >> 8; \ render_scanline_layer_functions_##type(); \ u32 copy_start, copy_end; \ u16 copy_buffer[240]; \ u16 *copy_ptr \ #define render_scanline_obj_extra_variables_copy_tile(map_space) \ render_scanline_obj_extra_variables_copy(tile) \ #define render_scanline_obj_extra_variables_copy_bitmap(map_space) \ render_scanline_obj_extra_variables_copy(bitmap) \ #define render_scanline_obj_main(combine_op, alpha_op, map_space) \ if(obj_attribute_0 & 0x100) \ { \ if((obj_attribute_0 >> 13) & 0x01) \ { \ obj_render_affine(combine_op, 8bpp, alpha_op, map_space); \ } \ else \ { \ obj_render_affine(combine_op, 4bpp, alpha_op, map_space); \ } \ } \ else \ { \ vertical_offset = vcount - obj_y; \ \ if((obj_attribute_1 >> 13) & 0x01) \ vertical_offset = obj_height - vertical_offset - 1; \ \ switch(((obj_attribute_0 >> 12) & 0x02) | \ ((obj_attribute_1 >> 12) & 0x01)) \ { \ case 0x0: \ obj_render(combine_op, 4bpp, alpha_op, map_space, noflip); \ break; \ \ case 0x1: \ obj_render(combine_op, 4bpp, alpha_op, map_space, flip); \ break; \ \ case 0x2: \ obj_render(combine_op, 8bpp, alpha_op, map_space, noflip); \ break; \ \ case 0x3: \ obj_render(combine_op, 8bpp, alpha_op, map_space, flip); \ break; \ } \ } \ #define render_scanline_obj_no_partial_alpha(combine_op, alpha_op, map_space) \ render_scanline_obj_main(combine_op, alpha_op, map_space) \ #define render_scanline_obj_partial_alpha(combine_op, alpha_op, map_space) \ if((obj_attribute_0 >> 10) & 0x03) \ { \ pixel_combine = 0x00000300; \ render_scanline_obj_main(combine_op, alpha_obj, map_space); \ } \ else \ { \ pixel_combine = base_pixel_combine; \ render_scanline_obj_main(combine_op, color32, map_space); \ } \ #define render_scanline_obj_prologue_transparent(alpha_op) \ #define render_scanline_obj_prologue_copy_body(type) \ copy_start = obj_x; \ copy_end = obj_x + obj_width; \ if(obj_attribute_0 & 0x200) \ copy_end += obj_width; \ \ if(copy_start < start) \ copy_start = start; \ if(copy_end > end) \ copy_end = end; \ \ if((copy_start < end) && (copy_end > start)) \ { \ render_scanline_conditional_##type(copy_start, copy_end, copy_buffer, \ obj_enable, dispcnt, bldcnt, layer_renderers); \ copy_ptr = copy_buffer + copy_start; \ } \ else \ { \ continue; \ } \ #define render_scanline_obj_prologue_copy_tile() \ render_scanline_obj_prologue_copy_body(tile) \ #define render_scanline_obj_prologue_copy_bitmap() \ render_scanline_obj_prologue_copy_body(bitmap) \ #define render_scanline_obj_prologue_copy(alpha_op) \ render_scanline_obj_prologue_##alpha_op() \ #define render_scanline_obj_builder(combine_op, alpha_op, map_space, \ partial_alpha_op) \ static void render_scanline_obj_##alpha_op##_##map_space(u32 priority, \ u32 start, u32 end, render_scanline_dest_##alpha_op *scanline) \ { \ render_scanline_obj_extra_variables_##alpha_op(map_space); \ u32 obj_num, i; \ s32 obj_x, obj_y; \ u32 obj_size; \ u32 obj_width, obj_height; \ u32 obj_attribute_0, obj_attribute_1, obj_attribute_2; \ s32 vcount = read_ioreg(REG_VCOUNT); \ u32 tile_run; \ u32 current_pixels; \ u32 current_pixel; \ u32 current_palette; \ u32 vertical_offset; \ u32 partial_tile_run, partial_tile_offset; \ u32 pixel_run; \ u16 *oam_ptr; \ render_scanline_dest_##alpha_op *dest_ptr; \ u8 *tile_base = vram + 0x10000; \ u8 *tile_ptr; \ u32 obj_count = obj_priority_count[priority][vcount]; \ u8 *obj_list = obj_priority_list[priority][vcount]; \ \ for(obj_num = 0; obj_num < obj_count; obj_num++) \ { \ oam_ptr = oam_ram + (obj_list[obj_num] * 4); \ obj_attribute_0 = eswap16(oam_ptr[0]); \ obj_attribute_1 = eswap16(oam_ptr[1]); \ obj_attribute_2 = eswap16(oam_ptr[2]); \ obj_size = ((obj_attribute_0 >> 12) & 0x0C) | (obj_attribute_1 >> 14); \ \ obj_x = (s32)(obj_attribute_1 << 23) >> 23; \ obj_width = obj_width_table[obj_size]; \ \ render_scanline_obj_prologue_##combine_op(alpha_op); \ \ obj_y = obj_attribute_0 & 0xFF; \ \ if(obj_y > 160) \ obj_y -= 256; \ \ obj_height = obj_height_table[obj_size]; \ render_scanline_obj_##partial_alpha_op(combine_op, alpha_op, map_space); \ } \ } \ // There are actually used to render sprites to the scanline render_scanline_obj_builder(transparent, normal, 1D, no_partial_alpha); render_scanline_obj_builder(transparent, normal, 2D, no_partial_alpha); render_scanline_obj_builder(transparent, color16, 1D, no_partial_alpha); render_scanline_obj_builder(transparent, color16, 2D, no_partial_alpha); render_scanline_obj_builder(transparent, color32, 1D, no_partial_alpha); render_scanline_obj_builder(transparent, color32, 2D, no_partial_alpha); render_scanline_obj_builder(transparent, alpha_obj, 1D, no_partial_alpha); render_scanline_obj_builder(transparent, alpha_obj, 2D, no_partial_alpha); render_scanline_obj_builder(transparent, partial_alpha, 1D, partial_alpha); render_scanline_obj_builder(transparent, partial_alpha, 2D, partial_alpha); // These are used for winobj rendering render_scanline_obj_builder(copy, copy_tile, 1D, no_partial_alpha); render_scanline_obj_builder(copy, copy_tile, 2D, no_partial_alpha); render_scanline_obj_builder(copy, copy_bitmap, 1D, no_partial_alpha); render_scanline_obj_builder(copy, copy_bitmap, 2D, no_partial_alpha); #define OBJ_MOD_NORMAL 0 #define OBJ_MOD_SEMITRAN 1 #define OBJ_MOD_WINDOW 2 #define OBJ_MOD_INVALID 3 // Goes through the object list in the OAM (from #127 to #0) and adds objects // into a sorted list by priority for the current row. // Invisible objects are discarded. static void order_obj(u32 video_mode) { s32 obj_num; u32 row; t_oam *oam_base = (t_oam*)oam_ram; memset(obj_priority_count, 0, sizeof(obj_priority_count)); memset(obj_alpha_count, 0, sizeof(obj_alpha_count)); for(obj_num = 127; obj_num >= 0; obj_num--) { t_oam *oam_ptr = &oam_base[obj_num]; u16 obj_attr0 = eswap16(oam_ptr->attr0); // Bit 9 disables regular sprites. Used as double bit for affine ones. bool visible = (obj_attr0 & 0x0300) != 0x0200; if (visible) { u16 obj_shape = obj_attr0 >> 14; u32 obj_mode = (obj_attr0 >> 10) & 0x03; // Prohibited shape and mode bool invalid = (obj_shape == 0x3) || (obj_mode == OBJ_MOD_INVALID); if (!invalid) { u16 obj_attr1 = eswap16(oam_ptr->attr1); u16 obj_attr2 = eswap16(oam_ptr->attr2); u32 obj_priority = (obj_attr2 >> 10) & 0x03; if (((video_mode < 3) || ((obj_attr2 & 0x3FF) >= 512))) { // Calculate object size (from size and shape attr bits) u16 obj_size = (obj_attr1 >> 14); s32 obj_height = obj_dim_table[obj_shape][obj_size][1]; s32 obj_width = obj_dim_table[obj_shape][obj_size][0]; s32 obj_y = obj_attr0 & 0xFF; if(obj_y > 160) obj_y -= 256; // Double size for affine sprites with double bit set if(obj_attr0 & 0x200) { obj_height *= 2; obj_width *= 2; } if(((obj_y + obj_height) > 0) && (obj_y < 160)) { s32 obj_x = (s32)(obj_attr1 << 23) >> 23; if(((obj_x + obj_width) > 0) && (obj_x < 240)) { // Clip Y coord and height to the 0..159 interval u32 starty = MAX(obj_y, 0); u32 endy = MIN(obj_y + obj_height, 160); switch (obj_mode) { case OBJ_MOD_SEMITRAN: for(row = starty; row < endy; row++) { u32 cur_cnt = obj_priority_count[obj_priority][row]; obj_priority_list[obj_priority][row][cur_cnt] = obj_num; obj_priority_count[obj_priority][row] = cur_cnt + 1; // Mark the row as having semi-transparent objects obj_alpha_count[row] = 1; } break; case OBJ_MOD_WINDOW: obj_priority = 4; /* fallthrough */ case OBJ_MOD_NORMAL: // Add the object to the list. for(row = starty; row < endy; row++) { u32 cur_cnt = obj_priority_count[obj_priority][row]; obj_priority_list[obj_priority][row][cur_cnt] = obj_num; obj_priority_count[obj_priority][row] = cur_cnt + 1; } break; }; } } } } } } } u32 layer_order[16]; u32 layer_count; // Sorts active BG/OBJ layers and generates an ordered list of layers. // Things are drawn back to front, so lowest priority goes first. static void order_layers(u32 layer_flags, u32 vcnt) { bool obj_enabled = (layer_flags & 0x10); s32 priority; layer_count = 0; for(priority = 3; priority >= 0; priority--) { bool anyobj = obj_priority_count[priority][vcnt] > 0; s32 lnum; for(lnum = 3; lnum >= 0; lnum--) { if(((layer_flags >> lnum) & 1) && ((read_ioreg(REG_BGxCNT(lnum)) & 0x03) == priority)) { layer_order[layer_count++] = lnum; } } if(obj_enabled && anyobj) layer_order[layer_count++] = priority | 0x04; } } #define fill_line(_start, _end) \ u32 i; \ \ for(i = _start; i < _end; i++) \ dest_ptr[i] = color; \ #define fill_line_color_normal() \ color = palette_ram_converted[color] \ #define fill_line_color_alpha() \ #define fill_line_color_color16() \ #define fill_line_color_color32() \ #define fill_line_builder(type) \ static void fill_line_##type(u16 color, render_scanline_dest_##type *dest_ptr,\ u32 start, u32 end) \ { \ fill_line_color_##type(); \ fill_line(start, end); \ } \ fill_line_builder(normal); fill_line_builder(alpha); fill_line_builder(color16); fill_line_builder(color32); // Blending is performed by separating an RGB value into 0G0R0B (32 bit) // Since blending factors are at most 16, mult/add operations do not overflow // to the neighbouring color and can be performed much faster than separatedly // Here follow the mask value to separate/expand the color to 32 bit, // the mask to detect overflows in the blend operation and #define BLND_MSK (SATR_MSK | SATG_MSK | SATB_MSK) #ifdef USE_XBGR1555_FORMAT #define OVFG_MSK 0x04000000 #define OVFR_MSK 0x00008000 #define OVFB_MSK 0x00000020 #define SATG_MSK 0x03E00000 #define SATR_MSK 0x00007C00 #define SATB_MSK 0x0000001F #else #define OVFG_MSK 0x08000000 #define OVFR_MSK 0x00010000 #define OVFB_MSK 0x00000020 #define SATG_MSK 0x07E00000 #define SATR_MSK 0x0000F800 #define SATB_MSK 0x0000001F #endif // Alpha blend two pixels (pixel_top and pixel_bottom). #define blend_pixel() \ pixel_bottom = palette_ram_converted[(pixel_pair >> 16) & 0x1FF]; \ pixel_bottom = (pixel_bottom | (pixel_bottom << 16)) & BLND_MSK; \ pixel_top = ((pixel_top * blend_a) + (pixel_bottom * blend_b)) >> 4 \ // Alpha blend two pixels, allowing for saturation (individual channels > 31). // The operation is optimized towards saturation not occuring. #define blend_saturate_pixel() \ pixel_bottom = palette_ram_converted[(pixel_pair >> 16) & 0x1FF]; \ pixel_bottom = (pixel_bottom | (pixel_bottom << 16)) & BLND_MSK; \ pixel_top = ((pixel_top * blend_a) + (pixel_bottom * blend_b)) >> 4; \ if(pixel_top & (OVFR_MSK | OVFG_MSK | OVFB_MSK)) \ { \ if(pixel_top & OVFG_MSK) \ pixel_top |= SATG_MSK; \ \ if(pixel_top & OVFR_MSK) \ pixel_top |= SATR_MSK; \ \ if(pixel_top & OVFB_MSK) \ pixel_top |= SATB_MSK; \ } \ #define brighten_pixel() \ pixel_top = upper + ((pixel_top * blend) >> 4); \ #define darken_pixel() \ pixel_top = (pixel_top * blend) >> 4; \ #define effect_condition_alpha \ ((pixel_pair & 0x04000200) == 0x04000200) \ #define effect_condition_fade(pixel_source) \ ((pixel_source & 0x00000200) == 0x00000200) \ #define expand_pixel_no_dest(expand_type, pixel_source) \ pixel_top = (pixel_top | (pixel_top << 16)) & BLND_MSK; \ expand_type##_pixel(); \ pixel_top &= BLND_MSK; \ pixel_top = (pixel_top >> 16) | pixel_top \ #define expand_pixel(expand_type, pixel_source) \ pixel_top = palette_ram_converted[pixel_source & 0x1FF]; \ expand_pixel_no_dest(expand_type, pixel_source); \ *screen_dest_ptr = pixel_top \ #define expand_loop(expand_type, effect_condition, pixel_source) \ screen_src_ptr += start; \ screen_dest_ptr += start; \ \ end -= start; \ \ for(i = 0; i < end; i++) \ { \ pixel_source = *screen_src_ptr; \ if(effect_condition) \ { \ expand_pixel(expand_type, pixel_source); \ } \ else \ { \ *screen_dest_ptr = \ palette_ram_converted[pixel_source & 0x1FF]; \ } \ \ screen_src_ptr++; \ screen_dest_ptr++; \ } \ #define expand_loop_partial_alpha(alpha_expand, expand_type) \ screen_src_ptr += start; \ screen_dest_ptr += start; \ \ end -= start; \ \ for(i = 0; i < end; i++) \ { \ pixel_pair = *screen_src_ptr; \ if(effect_condition_fade(pixel_pair)) \ { \ if(effect_condition_alpha) \ { \ expand_pixel(alpha_expand, pixel_pair); \ } \ else \ { \ expand_pixel(expand_type, pixel_pair); \ } \ } \ else \ { \ *screen_dest_ptr = \ palette_ram_converted[pixel_pair & 0x1FF]; \ } \ \ screen_src_ptr++; \ screen_dest_ptr++; \ } \ #define expand_partial_alpha(expand_type) \ if((blend_a + blend_b) > 16) \ { \ expand_loop_partial_alpha(blend_saturate, expand_type); \ } \ else \ { \ expand_loop_partial_alpha(blend, expand_type); \ } \ // Blend top two pixels of scanline with each other. #define expand_normal(screen_ptr, start, end) void expand_blend(u32 *screen_src_ptr, u16 *screen_dest_ptr, u32 start, u32 end); #ifndef ARM_ARCH_BLENDING_OPTS void expand_blend(u32 *screen_src_ptr, u16 *screen_dest_ptr, u32 start, u32 end) { u32 pixel_pair; u32 pixel_top, pixel_bottom; u32 bldalpha = read_ioreg(REG_BLDALPHA); u32 blend_a = bldalpha & 0x1F; u32 blend_b = (bldalpha >> 8) & 0x1F; u32 i; if(blend_a > 16) blend_a = 16; if(blend_b > 16) blend_b = 16; // The individual colors can saturate over 31, this should be taken // care of in an alternate pass as it incurs a huge additional speedhit. if((blend_a + blend_b) > 16) { expand_loop(blend_saturate, effect_condition_alpha, pixel_pair); } else { expand_loop(blend, effect_condition_alpha, pixel_pair); } } #endif // Blend scanline with white. static void expand_darken(u16 *screen_src_ptr, u16 *screen_dest_ptr, u32 start, u32 end) { u32 pixel_top; s32 blend = 16 - (read_ioreg(REG_BLDY) & 0x1F); u32 i; if(blend < 0) blend = 0; expand_loop(darken, effect_condition_fade(pixel_top), pixel_top); } // Blend scanline with black. static void expand_brighten(u16 *screen_src_ptr, u16 *screen_dest_ptr, u32 start, u32 end) { u32 pixel_top; u32 blend = read_ioreg(REG_BLDY) & 0x1F; u32 upper; u32 i; if(blend > 16) blend = 16; upper = ((BLND_MSK * blend) >> 4) & BLND_MSK; blend = 16 - blend; expand_loop(brighten, effect_condition_fade(pixel_top), pixel_top); } // Expand scanline such that if both top and bottom pass it's alpha, // if only top passes it's as specified, and if neither pass it's normal. static void expand_darken_partial_alpha(u32 *screen_src_ptr, u16 *screen_dest_ptr, u32 start, u32 end) { s32 blend = 16 - (read_ioreg(REG_BLDY) & 0x1F); u32 pixel_pair; u32 pixel_top, pixel_bottom; u32 bldalpha = read_ioreg(REG_BLDALPHA); u32 blend_a = bldalpha & 0x1F; u32 blend_b = (bldalpha >> 8) & 0x1F; u32 i; if(blend < 0) blend = 0; if(blend_a > 16) blend_a = 16; if(blend_b > 16) blend_b = 16; expand_partial_alpha(darken); } static void expand_brighten_partial_alpha(u32 *screen_src_ptr, u16 *screen_dest_ptr, u32 start, u32 end) { s32 blend = read_ioreg(REG_BLDY) & 0x1F; u32 pixel_pair; u32 pixel_top, pixel_bottom; u32 bldalpha = read_ioreg(REG_BLDALPHA); u32 blend_a = bldalpha & 0x1F; u32 blend_b = (bldalpha >> 8) & 0x1F; u32 upper; u32 i; if(blend > 16) blend = 16; upper = ((BLND_MSK * blend) >> 4) & BLND_MSK; blend = 16 - blend; if(blend_a > 16) blend_a = 16; if(blend_b > 16) blend_b = 16; expand_partial_alpha(brighten); } // Render an OBJ layer from start to end, depending on the type (1D or 2D) // stored in dispcnt. #define render_obj_layer(type, dest, _start, _end) \ current_layer &= ~0x04; \ if(dispcnt & 0x40) \ render_scanline_obj_##type##_1D(current_layer, _start, _end, dest); \ else \ render_scanline_obj_##type##_2D(current_layer, _start, _end, dest) \ // Render a target all the way with the background color as taken from the // palette. #define fill_line_bg(type, dest, _start, _end) \ fill_line_##type(0, dest, _start, _end) \ // Render all layers as they appear in the layer order. #define render_layers(tile_alpha, obj_alpha, dest) \ { \ current_layer = layer_order[0]; \ if(current_layer & 0x04) \ { \ /* If the first one is OBJ render the background then render it. */ \ fill_line_bg(tile_alpha, dest, 0, 240); \ render_obj_layer(obj_alpha, dest, 0, 240); \ } \ else \ { \ /* Otherwise render a base layer. */ \ layer_renderers[current_layer].tile_alpha##_render_base(current_layer, \ 0, 240, dest); \ } \ \ /* Render the rest of the layers. */ \ for(layer_order_pos = 1; layer_order_pos < layer_count; layer_order_pos++) \ { \ current_layer = layer_order[layer_order_pos]; \ if(current_layer & 0x04) \ { \ render_obj_layer(obj_alpha, dest, 0, 240); \ } \ else \ { \ layer_renderers[current_layer]. \ tile_alpha##_render_transparent(current_layer, 0, 240, dest); \ } \ } \ } \ #define render_condition_alpha \ (((read_ioreg(REG_BLDALPHA) & 0x1F1F) != 0x001F) && \ ((read_ioreg(REG_BLDCNT) & 0x3F) != 0) && \ ((read_ioreg(REG_BLDCNT) & 0x3F00) != 0)) \ #define render_condition_fade \ (((read_ioreg(REG_BLDY) & 0x1F) != 0) && \ ((read_ioreg(REG_BLDCNT) & 0x3F) != 0)) \ #define render_layers_color_effect(renderer, layer_condition, \ alpha_condition, fade_condition, _start, _end) \ { \ if(layer_condition) \ { \ if(obj_alpha_count[read_ioreg(REG_VCOUNT)]) \ { \ /* Render based on special effects mode. */ \ u32 screen_buffer[240]; \ switch((bldcnt >> 6) & 0x03) \ { \ /* Alpha blend */ \ case 0x01: \ { \ if(alpha_condition) \ { \ renderer(alpha, alpha_obj, screen_buffer); \ expand_blend(screen_buffer, scanline, _start, _end); \ return; \ } \ break; \ } \ \ /* Fade to white */ \ case 0x02: \ { \ if(fade_condition) \ { \ renderer(color32, partial_alpha, screen_buffer); \ expand_brighten_partial_alpha(screen_buffer, scanline, \ _start, _end); \ return; \ } \ break; \ } \ \ /* Fade to black */ \ case 0x03: \ { \ if(fade_condition) \ { \ renderer(color32, partial_alpha, screen_buffer); \ expand_darken_partial_alpha(screen_buffer, scanline, \ _start, _end); \ return; \ } \ break; \ } \ } \ \ renderer(color32, partial_alpha, screen_buffer); \ expand_blend(screen_buffer, scanline, _start, _end); \ } \ else \ { \ /* Render based on special effects mode. */ \ switch((bldcnt >> 6) & 0x03) \ { \ /* Alpha blend */ \ case 0x01: \ { \ if(alpha_condition) \ { \ u32 screen_buffer[240]; \ renderer(alpha, alpha_obj, screen_buffer); \ expand_blend(screen_buffer, scanline, _start, _end); \ return; \ } \ break; \ } \ \ /* Fade to white */ \ case 0x02: \ { \ if(fade_condition) \ { \ renderer(color16, color16, scanline); \ expand_brighten(scanline, scanline, _start, _end); \ return; \ } \ break; \ } \ \ /* Fade to black */ \ case 0x03: \ { \ if(fade_condition) \ { \ renderer(color16, color16, scanline); \ expand_darken(scanline, scanline, _start, _end); \ return; \ } \ break; \ } \ } \ \ renderer(normal, normal, scanline); \ expand_normal(scanline, _start, _end); \ } \ } \ else \ { \ u32 pixel_top = palette_ram_converted[0]; \ switch((bldcnt >> 6) & 0x03) \ { \ /* Fade to white */ \ case 0x02: \ { \ if(color_combine_mask_a(5)) \ { \ u32 blend = read_ioreg(REG_BLDY) & 0x1F; \ u32 upper; \ \ if(blend > 16) \ blend = 16; \ \ upper = ((BLND_MSK * blend) >> 4) & BLND_MSK; \ blend = 16 - blend; \ \ expand_pixel_no_dest(brighten, pixel_top); \ } \ break; \ } \ \ /* Fade to black */ \ case 0x03: \ { \ if(color_combine_mask_a(5)) \ { \ s32 blend = 16 - (read_ioreg(REG_BLDY) & 0x1F); \ \ if(blend < 0) \ blend = 0; \ \ expand_pixel_no_dest(darken, pixel_top); \ } \ break; \ } \ } \ fill_line_color16(pixel_top, scanline, _start, _end); \ } \ } \ // Renders an entire scanline from 0 to 240, based on current color mode. template static void render_scanline(u16 *scanline, u32 dispcnt) { u32 current_layer; u32 layer_order_pos; if (tiled) { u32 bldcnt = read_ioreg(REG_BLDCNT); render_scanline_layer_functions_tile(); render_layers_color_effect(render_layers, layer_count, render_condition_alpha, render_condition_fade, 0, 240); } else { render_scanline_layer_functions_bitmap(); fill_line_bg(normal, scanline, 0, 240); for(layer_order_pos = 0; layer_order_pos < layer_count; layer_order_pos++) { current_layer = layer_order[layer_order_pos]; if(current_layer & 0x04) { render_obj_layer(normal, scanline, 0, 240); } else { layer_renderers->normal_render(0, 240, scanline); } } } } // Render layers from start to end based on if they're allowed in the // enable flags. #define render_layers_conditional(tile_alpha, obj_alpha, dest) \ { \ __label__ skip; \ current_layer = layer_order[layer_order_pos]; \ /* If OBJ aren't enabled skip to the first non-OBJ layer */ \ if(!(enable_flags & 0x10)) \ { \ while((current_layer & 0x04) || !((1 << current_layer) & enable_flags)) \ { \ layer_order_pos++; \ current_layer = layer_order[layer_order_pos]; \ \ /* Oops, ran out of layers, render the background. */ \ if(layer_order_pos == layer_count) \ { \ fill_line_bg(tile_alpha, dest, start, end); \ goto skip; \ } \ } \ \ /* Render the first valid layer */ \ layer_renderers[current_layer].tile_alpha##_render_base(current_layer, \ start, end, dest); \ \ layer_order_pos++; \ \ /* Render the rest of the layers if active, skipping OBJ ones. */ \ for(; layer_order_pos < layer_count; layer_order_pos++) \ { \ current_layer = layer_order[layer_order_pos]; \ if(!(current_layer & 0x04) && ((1 << current_layer) & enable_flags)) \ { \ layer_renderers[current_layer]. \ tile_alpha##_render_transparent(current_layer, start, end, dest); \ } \ } \ } \ else \ { \ /* Find the first active layer, skip all of the inactive ones */ \ while(!((current_layer & 0x04) || ((1 << current_layer) & enable_flags))) \ { \ layer_order_pos++; \ current_layer = layer_order[layer_order_pos]; \ \ /* Oops, ran out of layers, render the background. */ \ if(layer_order_pos == layer_count) \ { \ fill_line_bg(tile_alpha, dest, start, end); \ goto skip; \ } \ } \ \ if(current_layer & 0x04) \ { \ /* If the first one is OBJ render the background then render it. */ \ fill_line_bg(tile_alpha, dest, start, end); \ render_obj_layer(obj_alpha, dest, start, end); \ } \ else \ { \ /* Otherwise render a base layer. */ \ layer_renderers[current_layer]. \ tile_alpha##_render_base(current_layer, start, end, dest); \ } \ \ layer_order_pos++; \ \ /* Render the rest of the layers. */ \ for(; layer_order_pos < layer_count; layer_order_pos++) \ { \ current_layer = layer_order[layer_order_pos]; \ if(current_layer & 0x04) \ { \ render_obj_layer(obj_alpha, dest, start, end); \ } \ else \ { \ if(enable_flags & (1 << current_layer)) \ { \ layer_renderers[current_layer]. \ tile_alpha##_render_transparent(current_layer, start, end, dest); \ } \ } \ } \ } \ \ skip: \ ; \ } \ // Render all of the BG and OBJ in a tiled scanline from start to end ONLY if // enable_flag allows that layer/OBJ. Also conditionally render color effects. static void render_scanline_conditional_tile(u32 start, u32 end, u16 *scanline, u32 enable_flags, u32 dispcnt, u32 bldcnt, const tile_layer_render_struct *layer_renderers) { u32 current_layer; u32 layer_order_pos = 0; render_layers_color_effect(render_layers_conditional, (layer_count && (enable_flags & 0x1F)), ((enable_flags & 0x20) && render_condition_alpha), ((enable_flags & 0x20) && render_condition_fade), start, end); } // Render the BG and OBJ in a bitmap scanline from start to end ONLY if // enable_flag allows that layer/OBJ. Also conditionally render color effects. static void render_scanline_conditional_bitmap(u32 start, u32 end, u16 *scanline, u32 enable_flags, u32 dispcnt, u32 bldcnt, const bitmap_layer_render_struct *layer_renderers) { u32 current_layer; u32 layer_order_pos; fill_line_bg(normal, scanline, start, end); for(layer_order_pos = 0; layer_order_pos < layer_count; layer_order_pos++) { current_layer = layer_order[layer_order_pos]; if(current_layer & 0x04) { if(enable_flags & 0x10) { render_obj_layer(normal, scanline, start, end); } } else { if(enable_flags & 0x04) layer_renderers->normal_render(start, end, scanline); } } } // If the window Y coordinates are out of the window range we can skip // rendering the inside of the window. inline bool in_window_y(u32 vcount, u32 top, u32 bottom) { // TODO: check if these are reversed when top-bottom are also reversed. if (top > 227) // This causes the window to be invisible return false; if (bottom > 227) // This makes it all visible return true; if (top > bottom) /* Reversed: if not in the "band" */ return vcount > top || vcount <= bottom; return vcount >= top && vcount < bottom; } // Temporary wrap functions, to be removed once all the plain calls do not exist template static inline void render_scanline_conditional(u32 start, u32 end, u16 *scanline, u32 enable_flags, u32 dispcnt, u32 bldcnt) { if (tiled) { const tile_layer_render_struct *layer_renderers = tile_mode_renderers[dispcnt & 0x07]; render_scanline_conditional_tile(start, end, scanline, enable_flags, dispcnt, bldcnt, layer_renderers); } else { const bitmap_layer_render_struct *layer_renderers = &bitmap_mode_renderers[(dispcnt & 0x07) - 3]; render_scanline_conditional_bitmap(start, end, scanline, enable_flags, dispcnt, bldcnt, layer_renderers); } } // Renders window1 (low priority window) and outside/obj areas for a given range. template static void render_windowobj_pass(u16 *scanline, u16 dispcnt, u32 start, u32 end) { u32 bldcnt = read_ioreg(REG_BLDCNT); u32 winout = read_ioreg(REG_WINOUT); u32 wndout_enable = winout & 0x3F; render_scanline_conditional(start, end, scanline, wndout_enable, dispcnt, bldcnt); if (dispcnt >> 15) { // Perform the actual object rendering in copy mode if (tiled) { if (dispcnt & 0x40) render_scanline_obj_copy_tile_1D(4, start, end, scanline); else render_scanline_obj_copy_tile_2D(4, start, end, scanline); } else { if (dispcnt & 0x40) render_scanline_obj_copy_bitmap_1D(4, start, end, scanline); else render_scanline_obj_copy_bitmap_2D(4, start, end, scanline); } } } // Renders window1 (low priority window) and outside/obj areas for a given range. template static void render_window1_pass(u16 *scanline, u16 dispcnt, u32 start, u32 end) { u32 bldcnt = read_ioreg(REG_BLDCNT); u32 winout = read_ioreg(REG_WINOUT); u32 wndout_enable = winout & 0x3F; switch (dispcnt >> 14) { case 0x0: // No Win1 nor WinObj render_scanline_conditional( start, end, scanline, wndout_enable, dispcnt, bldcnt); break; case 0x2: // Only winobj enabled, render it. render_windowobj_pass(scanline, dispcnt, start, end); break; case 0x1: case 0x3: // Win1 is enabled (and perhaps WinObj too) { // Attempt to render window 1 u32 vcount = read_ioreg(REG_VCOUNT); // Check the Y coordinates to check if they fall in the right row u32 win_top = read_ioreg(REG_WINxV(1)) >> 8; u32 win_bot = read_ioreg(REG_WINxV(1)) & 0xFF; // Check the X coordinates and generate up to three segments // Clip the coordinates to the [start, end) range. u32 win_l = MAX(start, MIN(end, read_ioreg(REG_WINxH(1)) >> 8)); u32 win_r = MAX(start, MIN(end, read_ioreg(REG_WINxH(1)) & 0xFF)); if (!in_window_y(vcount, win_top, win_bot) || (win_l == win_r)) // Window1 is completely out, just render all out. render_windowobj_pass( scanline, dispcnt, start, end); else { // Render win1 withtin the clipped range // Enable bits for stuff inside the window (and outside) u32 winin = read_ioreg(REG_WININ); u32 wnd1_enable = (winin >> 8) & 0x3F; // If the window is defined upside down, the areas are inverted. if (win_l < win_r) { // Render [start, win_l) range (which is outside the window) if (win_l != start) render_windowobj_pass(scanline, dispcnt, start, win_l); // Render the actual window0 pixels render_scanline_conditional( win_l, win_r, scanline, wnd1_enable, dispcnt, bldcnt); // Render the [win_l, end] range (outside) if (win_r != end) render_windowobj_pass(scanline, dispcnt, win_r, end); } else { // Render [0, win_r) range (which is "inside" window0) if (win_r != start) render_scanline_conditional( start, win_r, scanline, wnd1_enable, dispcnt, bldcnt); // The actual window is now outside, render recursively render_windowobj_pass(scanline, dispcnt, win_r, win_l); // Render the [win_l, 240] range ("inside") if (win_l != end) render_scanline_conditional( win_l, end, scanline, wnd1_enable, dispcnt, bldcnt); } } } break; }; } // Renders window0 (high priority window) and renders window1 or out // on the area that falls outside. It will call the above function for // outside areas to "recursively" render segments. template static void render_window0_pass(u16 *scanline, u16 dispcnt) { u32 bldcnt = read_ioreg(REG_BLDCNT); u32 vcount = read_ioreg(REG_VCOUNT); // Check the Y coordinates to check if they fall in the right row u32 win_top = read_ioreg(REG_WINxV(0)) >> 8; u32 win_bot = read_ioreg(REG_WINxV(0)) & 0xFF; // Check the X coordinates and generate up to three segments u32 win_l = MIN(240, read_ioreg(REG_WINxH(0)) >> 8); u32 win_r = MIN(240, read_ioreg(REG_WINxH(0)) & 0xFF); if (!in_window_y(vcount, win_top, win_bot) || (win_l == win_r)) // No windowing, everything is "outside", just render win1. render_window1_pass(scanline, dispcnt, 0, 240); else { u32 winin = read_ioreg(REG_WININ); // Enable bits for stuff inside the window u32 wnd0_enable = (winin) & 0x3F; // If the window is defined upside down, the areas are inverted. if (win_l < win_r) { // Render [0, win_l) range (which is outside the window) if (win_l) render_window1_pass(scanline, dispcnt, 0, win_l); // Render the actual window0 pixels render_scanline_conditional( win_l, win_r, scanline, wnd0_enable, dispcnt, bldcnt); // Render the [win_l, 240] range (outside) if (win_r != 240) render_window1_pass(scanline, dispcnt, win_r, 240); } else { // Render [0, win_r) range (which is "inside" window0) if (win_r) render_scanline_conditional( 0, win_r, scanline, wnd0_enable, dispcnt, bldcnt); // The actual window is now outside, render recursively render_window1_pass(scanline, dispcnt, win_r, win_l); // Render the [win_l, 240] range ("inside") if (win_l != 240) render_scanline_conditional( win_l, 240, scanline, wnd0_enable, dispcnt, bldcnt); } } } // Renders a full scaleline, taking into consideration windowing effects. // Breaks the rendering step into N steps, for each windowed region. template static void render_scanline_window(u16 *scanline, u16 dispcnt) { u32 win_ctrl = (dispcnt >> 13); // Priority decoding for windows switch (win_ctrl) { case 0x1: case 0x3: case 0x5: case 0x7: // Window 0 is enabled, call the win0 render function. It does recursively // check for window 1 and Obj, so no worries. render_window0_pass(scanline, dispcnt); break; case 0x2: case 0x6: // Window 1 is active, call the window1 renderer. render_window1_pass(scanline, dispcnt, 0, 240); break; case 0x4: // Only winobj seems active render_windowobj_pass(scanline, dispcnt, 0, 240); break; case 0x0: // No windows are active? render_scanline(scanline, dispcnt); break; } } static const u8 active_layers[] = { 0x1F, // Mode 0, Tile BG0-3 and OBJ 0x17, // Mode 1, Tile BG0-2 and OBJ 0x1C, // Mode 2, Tile BG2-3 and OBJ 0x14, // Mode 3, BMP BG2 and OBJ 0x14, // Mode 4, BMP BG2 and OBJ 0x14, // Mode 5, BMP BG2 and OBJ 0, // Unused 0, }; void update_scanline(void) { u32 pitch = get_screen_pitch(); u16 dispcnt = read_ioreg(REG_DISPCNT); u32 vcount = read_ioreg(REG_VCOUNT); u16 *screen_offset = get_screen_pixels() + (vcount * pitch); u32 video_mode = dispcnt & 0x07; // If OAM has been modified since the last scanline has been updated then // reorder and reprofile the OBJ lists. if(reg[OAM_UPDATED]) { order_obj(video_mode); reg[OAM_UPDATED] = 0; } order_layers((dispcnt >> 8) & active_layers[video_mode], vcount); if(skip_next_frame) return; // If the screen is in in forced blank draw pure white. if(dispcnt & 0x80) { fill_line_color16(0xFFFF, screen_offset, 0, 240); } else { // Modes 0..2 are tiled modes, 3..5 are bitmap-based modes. if(video_mode < 3) render_scanline_window(screen_offset, dispcnt); else render_scanline_window(screen_offset, dispcnt); } affine_reference_x[0] += (s16)read_ioreg(REG_BG2PB); affine_reference_y[0] += (s16)read_ioreg(REG_BG2PD); affine_reference_x[1] += (s16)read_ioreg(REG_BG3PB); affine_reference_y[1] += (s16)read_ioreg(REG_BG3PD); }